]> git.localhorst.tv Git - blank.git/blobdiff - src/app/WorldState.cpp
split chunk stuff
[blank.git] / src / app / WorldState.cpp
index 12e142ac5a4cfe086f50e084d725162144a464d3..5bb01bfb2bb3fd37d5aa84d4acc2668996b6e858 100644 (file)
@@ -1,6 +1,8 @@
 #include "WorldState.hpp"
 
 #include "Environment.hpp"
+#include "init.hpp"
+#include "TextureIndex.hpp"
 
 #include <SDL.h>
 
@@ -9,15 +11,35 @@ namespace blank {
 
 WorldState::WorldState(
        Environment &env,
+       const Generator::Config &gc,
        const Interface::Config &ic,
        const World::Config &wc,
        const WorldSave &save
 )
 : env(env)
-, world(env.assets, wc, save)
-, spawner(world)
-, interface(ic, env, world) {
+, block_types()
+, world(block_types, wc)
+, interface(ic, env, world, world.AddPlayer(ic.player_name))
+, generator(gc)
+, chunk_loader(world.Chunks(), generator, save)
+, chunk_renderer(*interface.GetPlayer().chunks)
+, skeletons()
+, spawner(world, skeletons, gc.seed)
+, preload(env, chunk_loader, chunk_renderer)
+, unload(env, world.Chunks(), save) {
+       TextureIndex tex_index;
+       env.loader.LoadBlockTypes("default", block_types, tex_index);
+       chunk_renderer.LoadTextures(env.loader, tex_index);
+       chunk_renderer.FogDensity(wc.fog_density);
+       skeletons.Load();
+       // TODO: better solution for initializing HUD
+       interface.SelectNext();
+}
+
 
+void WorldState::OnEnter() {
+       env.state.Push(&preload);
+       env.window.GrabMouse();
 }
 
 
@@ -41,6 +63,9 @@ void WorldState::Handle(const SDL_Event &event) {
                case SDL_MOUSEWHEEL:
                        interface.Handle(event.wheel);
                        break;
+               case SDL_QUIT:
+                       env.state.Switch(&unload);
+                       break;
                default:
                        break;
        }
@@ -50,17 +75,23 @@ void WorldState::Update(int dt) {
        interface.Update(dt);
        spawner.Update(dt);
        world.Update(dt);
+       chunk_loader.Update(dt);
+       chunk_renderer.Update(dt);
 
-       glm::mat4 trans = world.Player().Transform(Chunk::Pos(0, 0, 0));
+       Entity &player = *interface.GetPlayer().entity;
+
+       glm::mat4 trans = player.Transform(player.ChunkCoords());
        glm::vec3 dir(trans * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f));
        glm::vec3 up(trans * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f));
-       env.audio.Position(world.Player().Position());
-       env.audio.Velocity(world.Player().Velocity());
+       env.audio.Position(player.Position());
+       env.audio.Velocity(player.Velocity());
        env.audio.Orientation(dir, up);
-
 }
 
 void WorldState::Render(Viewport &viewport) {
+       Entity &player = *interface.GetPlayer().entity;
+       viewport.WorldPosition(player.Transform(player.ChunkCoords()));
+       chunk_renderer.Render(viewport);
        world.Render(viewport);
        interface.Render(viewport);
 }